import { Renderer, Program, Mesh, Triangle } from 'ogl';
import { useEffect, useRef } from 'react';
interface BalatroProps {
spinRotation?: number;
spinSpeed?: number;
offset?: [number, number];
color1?: string;
color2?: string;
color3?: string;
contrast?: number;
lighting?: number;
spinAmount?: number;
pixelFilter?: number;
spinEase?: number;
isRotate?: boolean;
mouseInteraction?: boolean;
}
function hexToVec4(hex: string): [number, number, number, number] {
let hexStr = hex.replace('#', '');
let r = 0,
g = 0,
b = 0,
a = 1;
if (hexStr.length === 6) {
r = parseInt(hexStr.slice(0, 2), 16) / 255;
g = parseInt(hexStr.slice(2, 4), 16) / 255;
b = parseInt(hexStr.slice(4, 6), 16) / 255;
} else if (hexStr.length === 8) {
r = parseInt(hexStr.slice(0, 2), 16) / 255;
g = parseInt(hexStr.slice(2, 4), 16) / 255;
b = parseInt(hexStr.slice(4, 6), 16) / 255;
a = parseInt(hexStr.slice(6, 8), 16) / 255;
}
return [r, g, b, a];
}
const vertexShader = `
attribute vec2 uv;
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0, 1);
}
`;
const fragmentShader = `
precision highp float;
#define PI 3.14159265359
uniform float iTime;
uniform vec3 iResolution;
uniform float uSpinRotation;
uniform float uSpinSpeed;
uniform vec2 uOffset;
uniform vec4 uColor1;
uniform vec4 uColor2;
uniform vec4 uColor3;
uniform float uContrast;
uniform float uLighting;
uniform float uSpinAmount;
uniform float uPixelFilter;
uniform float uSpinEase;
uniform bool uIsRotate;
uniform vec2 uMouse;
varying vec2 vUv;
vec4 effect(vec2 screenSize, vec2 screen_coords) {
float pixel_size = length(screenSize.xy) / uPixelFilter;
vec2 uv = (floor(screen_coords.xy * (1.0 / pixel_size)) * pixel_size - 0.5 * screenSize.xy) / length(screenSize.xy) - uOffset;
float uv_len = length(uv);
float speed = (uSpinRotation * uSpinEase * 0.2);
if(uIsRotate){
speed = iTime * speed;
}
speed += 302.2;
float mouseInfluence = (uMouse.x * 2.0 - 1.0);
speed += mouseInfluence * 0.1;
float new_pixel_angle = atan(uv.y, uv.x) + speed - uSpinEase * 20.0 * (uSpinAmount * uv_len + (1.0 - uSpinAmount));
vec2 mid = (screenSize.xy / length(screenSize.xy)) / 2.0;
uv = (vec2(uv_len * cos(new_pixel_angle) + mid.x, uv_len * sin(new_pixel_angle) + mid.y) - mid);
uv *= 30.0;
float baseSpeed = iTime * uSpinSpeed;
speed = baseSpeed + mouseInfluence * 2.0;
vec2 uv2 = vec2(uv.x + uv.y);
for(int i = 0; i < 5; i++) {
uv2 += sin(max(uv.x, uv.y)) + uv;
uv += 0.5 * vec2(
cos(5.1123314 + 0.353 * uv2.y + speed * 0.131121),
sin(uv2.x - 0.113 * speed)
);
uv -= cos(uv.x + uv.y) - sin(uv.x * 0.711 - uv.y);
}
float contrast_mod = (0.25 * uContrast + 0.5 * uSpinAmount + 1.2);
float paint_res = min(2.0, max(0.0, length(uv) * 0.035 * contrast_mod));
float c1p = max(0.0, 1.0 - contrast_mod * abs(1.0 - paint_res));
float c2p = max(0.0, 1.0 - contrast_mod * abs(paint_res));
float c3p = 1.0 - min(1.0, c1p + c2p);
float light = (uLighting - 0.2) * max(c1p * 5.0 - 4.0, 0.0) + uLighting * max(c2p * 5.0 - 4.0, 0.0);
return (0.3 / uContrast) * uColor1 + (1.0 - 0.3 / uContrast) * (uColor1 * c1p + uColor2 * c2p + vec4(c3p * uColor3.rgb, c3p * uColor1.a)) + light;
}
void main() {
vec2 uv = vUv * iResolution.xy;
gl_FragColor = effect(iResolution.xy, uv);
}
`;
export default function Balatro({
spinRotation = -2.0,
spinSpeed = 7.0,
offset = [0.0, 0.0],
color1 = '#DE443B',
color2 = '#006BB4',
color3 = '#162325',
contrast = 3.5,
lighting = 0.4,
spinAmount = 0.25,
pixelFilter = 745.0,
spinEase = 1.0,
isRotate = false,
mouseInteraction = true
}: BalatroProps) {
const containerRef = useRef<HTMLDivElement>(null);
useEffect(() => {
if (!containerRef.current) return;
const container = containerRef.current;
const renderer = new Renderer();
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 1);
let program: Program;
function resize() {
renderer.setSize(container.offsetWidth, container.offsetHeight);
if (program) {
program.uniforms.iResolution.value = [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height];
}
}
window.addEventListener('resize', resize);
resize();
const geometry = new Triangle(gl);
program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
iTime: { value: 0 },
iResolution: {
value: [gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height]
},
uSpinRotation: { value: spinRotation },
uSpinSpeed: { value: spinSpeed },
uOffset: { value: offset },
uColor1: { value: hexToVec4(color1) },
uColor2: { value: hexToVec4(color2) },
uColor3: { value: hexToVec4(color3) },
uContrast: { value: contrast },
uLighting: { value: lighting },
uSpinAmount: { value: spinAmount },
uPixelFilter: { value: pixelFilter },
uSpinEase: { value: spinEase },
uIsRotate: { value: isRotate },
uMouse: { value: [0.5, 0.5] }
}
});
const mesh = new Mesh(gl, { geometry, program });
let animationFrameId: number;
function update(time: number) {
animationFrameId = requestAnimationFrame(update);
program.uniforms.iTime.value = time * 0.001;
renderer.render({ scene: mesh });
}
animationFrameId = requestAnimationFrame(update);
container.appendChild(gl.canvas);
function handleMouseMove(e: MouseEvent) {
if (!mouseInteraction) return;
const rect = container.getBoundingClientRect();
const x = (e.clientX - rect.left) / rect.width;
const y = 1.0 - (e.clientY - rect.top) / rect.height;
program.uniforms.uMouse.value = [x, y];
}
container.addEventListener('mousemove', handleMouseMove);
return () => {
cancelAnimationFrame(animationFrameId);
window.removeEventListener('resize', resize);
container.removeEventListener('mousemove', handleMouseMove);
container.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
}, [
spinRotation,
spinSpeed,
offset,
color1,
color2,
color3,
contrast,
lighting,
spinAmount,
pixelFilter,
spinEase,
isRotate,
mouseInteraction
]);
return <div ref={containerRef} className="w-full h-full" />;
}